Force and Destiny
| Threshold | 14 |
| Current | 3 |
| Threshold | 13 |
| Current | 5 |
| Ranged | 1 |
| Melee | 1 |
| Skill | Career? | Rank | Roll | Adj. |
|---|---|---|---|---|
| Astrogation (Int) | 0 | |||
| Athletics (Br) | 0 | |||
| Charm (Pr) | 3 | |||
| Coercion (Will) | 0 | |||
| Computers (Int) | 0 | |||
| Cool (Pr) | X | 0 | ||
| Coordination (Ag) | 0 | |||
| Deception (Cun) | 0 | |||
| Discipline (Will) | X | 0 | ||
| Leadership (Pr) | 0 | |||
| Mechanics (Int) | 0 | |||
| Medicine (Int) | 0 | |||
| Negotiation (Pr) | 0 | |||
| Perception (Cun) | 0 | |||
| Piloting: Planetary (Ag) | 0 | |||
| Piloting: Space (Ag) | 0 | |||
| Resilience (Br) | X | 0 | ||
| Skulduggery (Cun) | 0 | |||
| Stealth (Ag) | 0 | |||
| Streetwise (Cun) | 0 | |||
| Survival (Cun) | 0 | |||
| Vigilance (Will) | X | 0 | ||
| Brawl (Br) | X | 0 | ||
| Gunnery (Ag) | 0 | |||
| Lightsaber (Int) | X | 2 | ||
| Melee (Br) | X | 0 | ||
| Ranged: Light (Ag) | 0 | |||
| Ranged: Heavy (Ag) | 0 | |||
| Knowledge: Core Worlds (Int) | 0 | |||
| Knowledge: Education (Int) | 0 | |||
| Knowledge: Lore (Int) | X | 0 | ||
| Knowledge: Outer Rim (Int) | 0 | |||
| Knowledge: Underworld (Int) | 0 | |||
| Knowledge: Warfare (Int) | 0 | |||
| Knowledge: Xenology (Int) | 0 |
| Name | Rank | Book & Page | Description |
|---|---|---|---|
| Desert Dweller | 1 | When making skill checks, I may remove one black die imposed due to arid or hot environmental conditions. | |
| Parry 2 | 1 | p. 77 | When hit by a melee attack, suffer 3 strain to reduce damage by 4 (2 plus ranks in Parry). |
| Soresu Technique | 1 | p. 77 | When making a check using the Lightsaber skill, the character may use Intellect instead of Brawn. |
| Reflect 3 | 1 | p. 77 | When hit by a ranged attack, suffer 3 strain to reduce damage by 5 (2 plus ranks in Reflect). |
| Improved Parry | 1 | p. 77 | When parrying a hit that generated despair or 3 threat. may hit attacker once with Lightsaber, Brawl, or Melee weapon (dealing base damage) after original attack resolves. |
| Toughened | 1 | p.77 | +2 Wound threshhold |
| Defensive Stance | 1 | p. 77 | Once per round, may perform Defensive Stance maneuver and suffer a number of strain to upgrade difficulty of all incoming melee attacks by an equal number for the next round. Strain suffered this way cannot exceed ranks in Defensive Stance |
| Upgrade | Effect |
|---|---|
| Range 2 |
Spend pip to increase power's range by (medium range) a number of range
bands equal to Range upgrades purchased. |
| Control (status) |
Heal: If no dark pips used, target heals strain equal to
wounds healed. Harm: If any dark pips were used, user heals strain equal to wounds inflicted. |
| Control |
Heal: Spend pip to remove one status effect from target.
Harm: The user may spend pip to heal wounds equal to wounds inflicted on target. Healed character gains 1 Conflict. |
| Strength 2 |
Heal: Spend pip to increase wounds healed by 2 (I per
rank of Strength upgrades purchased). Harm: Spend pip to increase wounds inflicted by 2 (1 per rank of Strength upgrades purchased). |
| Basic Power |
The Force user bolsters his ally with renewed vigor or saps his foe of vital energy. Heal (light side Force user only): Spend pip to heal a number of wounds equal to Intellect from an engaged living creature (including user).
Harm: Spend pip to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. The user gains 1 Conflict. |
| Upgrade | Effect |
|---|---|
| Base Protect | The user makes a protect power check and rolls an average (2 purple) discipline check as part of the pool. Spend 2 pips to reduce damage from an energy-based weapon that hits themself or an engaged character by amount equal to willpower (2) plus 1 per success. |
| Base Unleash | The user makes an unleash power check as ranged attack and rolls an average (2 purple) discipline check for difficulty. If check succeeds and spends 2 pips, the attack hits. It has a range of short, a base damage equal to willpower, and a critical rating of 4. The user gains 1 conflict. |
| Control (defense) | Spend advantage to gain defense equal to advantage spent. |
| Control (multi-damage) | Spend pip to allow power to protect against all types of attack. |
| Upgrade | Effect |
|---|---|
| Base Power | The force user can sense the force interacting with the living world around them. The user may spend 1 pip to sense all living things within short range (including sentient and non-sentient beings). The user may spend 1 pip to sense the current emotional state of one living target with whom they are engaged. |
| Control 1 | Spend 1 pip to sense the current thoughts of one living target with whom the user is engaged. |
| Range 2 | Spend pip to increase power's range by a number of range bands (medium range) equal to upgrades purchased. |
| Magnitude | Spend pip to increase number of targets affected (1 additional) equal to upgrades purchased. |